cbuffer SceneInfo : register(b0)
{
	float4x4 World;
	float4x4 View;
	float4x4 Projection;
};

struct VOut
{
    float4 position : SV_POSITION;
    float4 color : COLOR;
};

VOut VShader(float4 position : POSITION, float4 color : COLOR)
{
    VOut output;
#if 1
	float4 world = mul(position, World);
	
    output.position = world;
#else
	output.position = position;
#endif
    output.color = color;

    return output;
}


float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
    return color;
}
